Little Hope is the second instalment in the Dark Pictures Anthology. Set in a small abandoned town in rural Massachusetts, a group of college students and their professor find themselves trapped. While being pursued by grotesque beings from the towns dark history and coming face to face with their doppelgangers, the gang must unravel the mysteries of Little Hope and find a way out.
I was part of the core team involved with bringing Little Hope from pre-production to final release. Using the studio modified version of Unreal Engine 4 and their proprietary visual scripting language, I delivered levels from storyboard to final, while also producing the games core narrative and gameplay beats.
Roles And Responsiblities
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Creation of levels and gameplay using the in-house storyboard tool to pre-vis the game from start to finish.
-
Developing levels from blockout to final release and iterating upon them alongside the environment artists based on director feedback and needs of the story using a modified version of Unreal Engine 4.
-
Blocking out and building upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Scripting cinematic sequences and integrating third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Creating the moment-to-moment game flow and logic for the games branching narrative using the studios in house scripting tool.
-
Part of a small strike team that determined and evolved the games signature Bearings System, auditing the major choices in the game and how they affect the player.
-
Helped determine the games golden path for both Single Player and Alternate Single Player, as well as balance which characters were playable in Multiplayer.
-
Onboarded new members of the Design team.
-
Assisted the outsource team with Design and Implementation.
-
Iterating upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Integrating and editing third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Building and iterating upon the collision and navmesh throughout the game.
-
Aided the core team in bug fixing and additional design work using the studios proprietary tool set.
Little Hope is the second instalment in the Dark Pictures Anthology. Set in a small abandoned town in rural Massachusetts, a group of college students and their professor find themselves trapped. While being pursued by grotesque beings from the towns dark history and coming face to face with their doppelgangers, the gang must unravel the mysteries of Little Hope and find a way out.
I was part of the core team involved with bringing Little Hope from pre-production to final release. Using the studio modified version of Unreal Engine 4 and their proprietary visual scripting language, I delivered levels from storyboard to final, while also producing the games core narrative and gameplay beats.
Roles And Responsiblities
-
Creation of levels and gameplay using the in-house storyboard tool to pre-vis the game from start to finish.
-
Developing levels from blockout to final release and iterating upon them alongside the environment artists based on director feedback and needs of the story using a modified version of Unreal Engine 4.
-
Blocking out and building upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Scripting cinematic sequences and integrating third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Creating the moment-to-moment game flow and logic for the games branching narrative using the studios in house scripting tool.
-
Part of a small strike team that determined and evolved the games signature Bearings System, auditing the major choices in the game and how they affect the player.
-
Helped determine the games golden path for both Single Player and Alternate Single Player, as well as balance which characters were playable in Multiplayer.
-
Onboarded new members of the Design team.
-
Assisted the outsource team with Design and Implementation.
-
Iterating upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Integrating and editing third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Building and iterating upon the collision and navmesh throughout the game.
-
Aided the core team in bug fixing and additional design work using the studios proprietary tool set.
Little Hope is the second instalment in the Dark Pictures Anthology. Set in a small abandoned town in rural Massachusetts, a group of college students and their professor find themselves trapped. While being pursued by grotesque beings from the towns dark history and coming face to face with their doppelgangers, the gang must unravel the mysteries of Little Hope and find a way out.
I was part of the core team involved with bringing Little Hope from pre-production to final release. Using the studio modified version of Unreal Engine 4 and their proprietary visual scripting language, I delivered levels from storyboard to final, while also producing the games core narrative and gameplay beats.
Roles And Responsiblities
-
Creation of levels and gameplay using the in-house storyboard tool to pre-vis the game from start to finish.
-
Developing levels from blockout to final release and iterating upon them alongside the environment artists based on director feedback and needs of the story using a modified version of Unreal Engine 4.
-
Blocking out and building upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Scripting cinematic sequences and integrating third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Creating the moment-to-moment game flow and logic for the games branching narrative using the studios in house scripting tool.
-
Part of a small strike team that determined and evolved the games signature Bearings System, auditing the major choices in the game and how they affect the player.
-
Helped determine the games golden path for both Single Player and Alternate Single Player, as well as balance which characters were playable in Multiplayer.
-
Onboarded new members of the Design team.
-
Assisted the outsource team with Design and Implementation.
-
Iterating upon gameplay mechanics such as interactions, exploration cameras, event triggers etc.
-
Integrating and editing third-party animation data to create the games sequences.
-
Balancing and adjusting the pacing of sequences based on playtesting and director feedback.
-
Building and iterating upon the collision and navmesh throughout the game.
-
Aided the core team in bug fixing and additional design work using the studios proprietary tool set.
Narrative Games
Level Design
Level Design
Writing and Narrative
Writing and Narrative

Level Design
Narrative Design | The Black Lotus
Project with Wales Interactive
Narrative Design | The Longest Journey
Project with the BBC
Writing Samples - Pitch Docs
Narrative Pitch Doc - ELVTR Game Writing Course
Completed an intensive course on Game Writing led by Adam Miller (Senior Writer/Senior Narrative Designer, Destiny 2, Telltale's The Walking Dead, Minecraft Story Mode). The course covered key areas such as narrative structure, world-building, character development, branching dialogue, barks, and pitching story concepts for games. As part of the course, I developed and presented an original narrative pitch, receiving direct feedback from Adam and peers.
Writing Sample - Heart Of Avaris
A short writing sample cinematic inspired by "I am legend"- "The Last of Us", and "Horizon Zero Dawn".